<h1 class="rubrik">De 11 stats</h1>

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<h2 class="rubrik">2.2 DEVELOPMENT STATS</h2>

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	<b>Luck (lu)</b> - 
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	<b>Constitution (Co)</b> - General health and well-being, resistance to disease, and the ability to absorb more
	 damage are all reflected in the character's Constitution. Also referred to as: 
	<i>health, stamina, endurance, physical resistance, physique, damage resistance, etc.</i>
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	<b>Agility (Ag)</b> - Manual Dexterity and lithness are prime components of this characteristic. Also referred
	to as: <i>dexterity, deftness, manual skill, adroitness, manueuverability, stealth, dodging ability, lithness, etc.		</i>
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	<b>Reasoning (Re)</b> - Similar to intelligence: the ability to comprehend, and categorize data for future use.
	It also reflects the ability to take available information and draw logical conclusions. Also referred to as: 
	<i>interlligence, learning ability, study ability, analysis rating, mental quickness, logic, deductive capacity,
	wit, judgement, IQ, etc.</i>
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<b>Memory (Me)</b> - The ability to retain what has previously been encountered and learned. Note, in many instances it may be necessary for the character to rely on the player's memory, since that tends to used whenever it is advantageous anyway. Memory provides a good basis for determining how much is reatined of the pre-adult period that the Gamemaster doesn't have time to devise and describe an absolute detail to each player. Also referred to as: <i>intelligence, wisdom, information capacity, mental capacity, recall, retention, recognition, etc.</i>
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	<b>Self Discipline (SD)</b> - The control of mind over body, the ability to push harder in pursuit of some goal, or draw upon inner reserves of strength inherit in any individual. Also referred
	to as: <i>will, alignment, faith, mental strength or power, concentration, self control, determination, zeal, etc.		</i>
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<h2 class="rubrik" >Primary Stats</h2>

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	<b>Strength (St)</b> - Not brute musculature, but the ability for use existing muscles to their greatest advantage, thus racial and sexual adjustments should be kept to a minimum (if used at all). Also referred
	to as: <i>power, might, force, stamina, endurance, conditioning, physique, etc.		</i>
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	<b>Quickness (Qu)</b> - Essentially a measure of reflexes and conscious reaction time, this stat is often lumbed with several others as dexterity. Also referred
	to as: <i>agility, dexterity, speed, reaction ability, readiness, dodging ability, lithness, etc.		</i>
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	<b>Presence (Pr)</b> - Control of one's own mind, Courage, Bearing, Self Esteem, Charisma, Outward Appearance and the ability to use these to affect and control others are the principal elements of a character's presence.. Also referred
	to as: <i>appearance, level-headedness, panic resistance, morale, psychic ability, self control, vanity, perceived power, metanl discipline, bardic voice, charisma, etc.</i>
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	<b>Empathy (Em)</b> - The relationship of the character to the all-pervading force that is common to all things natural and is the basis of most supernatural. Also referred
	to as: <i>emotional capacity, judgement, alignment, wisdom, mana, magical prowess, bardic voice, etc.		</i>
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	<b>Intuition (In)</b> - A combination of luck, genius, precognition, ESP and the favor of the gods is embodies in this stat. Also referred
	to as: <i>wisdom, luck, talent, recative ability (mental), guesssing ability, psychic ability, insight, clairvoyance, inspiration, perception, pre-sentiment, etc.		</i>
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